Mild Escape 2 (2014)


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Rating: 4.3/5 (67 votes)
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Mild Escape 2 (2014)

GrinnypSo I was walking down a street one night when a door caught my attention. Being the adventurous sort I knocked and went in...wait, to anyone acquainted with Tesshi-e's room escape efforts this scenario is entirely too familiar, but it's not May so why is the opening from Mild Escape playing? Could it be that Tesshi-e has once again gone back into the vault and re-made another early effort? Why, yes it is! Welcome to Mild Escape 2 (2014), the designer's re-imagining of one of their early escape games.

Every spring since the original came out in 2008 an anniversary celebration occurs with a new Mild Escape game. The original Mild Escape 2 was Tesshi-e's first anniversary present and first foray into 3D graphics, and the backgrounds were cruder, the puzzles simpler and the entire scenario played out only in Japanese, so it is lovely that they have gone back and revamped the whole thing for a wider audience. Familiar faces pop up, and new mysteries abound. The game is classic Tesshi-e, with perhaps slightly easier than usual puzzles. Everything that we've come to know and love about Tesshi-e is now present in the new game... the improved graphics, the jazzy accompaniment, the logical puzzles, two escape scenarios, and best of all the English translation. Relax and enjoy the mild escaping!

Play Mild Escape 2 (2014)

Walkthrough Guide


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Walkthrough

Exploring

Door view

  • There's a picture of a donkey and a key next to the door. If you click it, it wobbles and reveals a symbol on the lower right.

  • You can look at the plant, but there doesn't seem to be anything you can get.

  • The door is, naturally, locked.

Cabinet view

  • On the left, there's an aquarium with some sort of critter in it.

  • On the right, there's a wooden box that's tightly tied with string; looks like you'll need something to cut the string.

  • The left and middle doors are locked with keys. The right doors are screwed shut.

Window view

  • In the left corner, there's an office chair that spins if you click it.

  • In the right corner, there's a mailbox with something in it that you can't quite reach. Looks like you'll need both a key and a five-character or five-digit code.

Table view

  • On the left, there's a glass vase sort of thing. It has something in it, but it's attached to the table so you can't just upend it.

  • On the right, there's a contraption that has a perch, a flat spot, and a chair.

Solving

  • Chair

    Explore the office chair some more. If you click it, it spins part way, then spins back. Keep clicking it so it turns all the way around. Whoops! Examine the base of the chair and get the knife.

  • Box

    Use the knife to open the wooden box. Get the pumpkin, then lift the false bottom of the box and get the spade key.

  • Key

    Check the various locked locations around the room to figure out what the spade key opens.

    Ah, it's the middle doors of the cabinet. Get Mr. Birdy.

  • Mr. Birdy

    Examine Mr. Birdy's hat. Get the diamond key.

  • Key

    Again, figure out what the key opens by trying it in various places.

    It opens the left doors. Get the screwdriver and note the code.

    A1Z26

  • Screwdriver

    Use the screwdriver to open the right doors.

    Get Mr. Hippo.

  • Mr. Hippo

    Examine Mr. Hippo and get the spoon from his mouth.

  • Knife, pumpkin, and spoon

    Use the knife to cut the pumpkin in half, then use the spoon to scoop out the innards. Hey, look, it's a bowl.

  • Bowl

    Use the makeshift bowl to get some water from the aquarium, then pour it into the vase on the table. Get the club ("clover") key.

  • Key

    There's only one place left for this key.

    Try it on the mailbox. OK, so you need five digits, but where to get them?

  • Picture

    Look at the wobbly picture. Apparently, the symbol that's revealed when you tilt it is the Japanese symbol for the post office, so the donkey and key are the key. Or maybe donkey minus key? That gray bar in the middle of the picture looks like a subtraction sign. Well, DONKEY - KEY = DON, and if A = 1 and Z = 26, then DON = 41514. That worked! Get the Mr. Top Hat figure.

  • Table

    Look at the contraption on the table.

    Put Mr. Birdy on the perch on the left, Mr. Hippo on the platform in the middle, and Mr. Top Hat on the chair on the right. Get the heart key.

Escaping

  • Normal end

    Use the heart key to open the door and exit.

  • Happy coin end

    Go back to the contraption on the table (if you're not still there, that is). Click the black platform that Mr. Hippo is standing on. It should tilt up to reveal a new 5-digit code, with the word COIN written above it. Put in the code (315914) and get the happy coin. Now you can use the heart key on the door and exit.

21 Comments

Well, I'm stuck.

Found a knife and used it twice. Found a spade key and used it once. Found a Mr. Birdy, whom I can place in the obvious location, but I can also take him back, so perhaps there's something else to do with him first? I can wiggle a picture, and there's a symbol behind the bottom right corner, but I have no idea what it refers to. I have half a pumpkin. I have tried to use everything I have on everything I see. Halp?

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laurennovember Author Profile Page July 13, 2014 1:21 PM replied to Reka

Ahem.

Check Mr. Birdy's Hat

Score: 2 (2 votes) Vote up Vote down Report this comment Reply

Some progress! (Not really POP; I looked on another site.)

Look under Mr. Birdy's hat.

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korvarthefox Author Profile Page July 13, 2014 1:25 PM

The symbol is a Japanese symbol

for the post office, or post box

.

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I noticed you can still

change the numbers on the COIN lock after getting the Happy Coin.

Don't know if that means anything. Also, I didn't see the point of the

symbol behind the donkey picture

or

being able to remove the Mr. Birdy, hippo, and chair guy after placing them.

Is there a third ending that I'm missing, maybe?

Still a fun game, of course!

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laurennovember Author Profile Page July 13, 2014 1:40 PM replied to Reka

Stuck. I stink with numerical codes, I guess. I get parts of it, but not winding up with enough digits. A little help?

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laurennovember Author Profile Page July 13, 2014 2:00 PM replied to laurennovember

Ah, nevermind got it!

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Could you give a little clue?

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mark0205 Author Profile Page July 13, 2014 5:35 PM

I need help with the numerical code

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Walkthrough

Exploring

Door view

  • There's a picture of a donkey and a key next to the door. If you click it, it wobbles and reveals a symbol on the lower right.

  • You can look at the plant, but there doesn't seem to be anything you can get.

  • The door is, naturally, locked.

Cabinet view

  • On the left, there's an aquarium with some sort of critter in it.

  • On the right, there's a wooden box that's tightly tied with string; looks like you'll need something to cut the string.

  • The left and middle doors are locked with keys. The right doors are screwed shut.

Window view

  • In the left corner, there's an office chair that spins if you click it.

  • In the right corner, there's a mailbox with something in it that you can't quite reach. Looks like you'll need both a key and a five-character or five-digit code.

Table view

  • On the left, there's a glass vase sort of thing. It has something in it, but it's attached to the table so you can't just upend it.

  • On the right, there's a contraption that has a perch, a flat spot, and a chair.

Solving

  • Chair

    Explore the office chair some more. If you click it, it spins part way, then spins back. Keep clicking it so it turns all the way around. Whoops! Examine the base of the chair and get the knife.

  • Box

    Use the knife to open the wooden box. Get the pumpkin, then lift the false bottom of the box and get the spade key.

  • Key

    Check the various locked locations around the room to figure out what the spade key opens.

    Ah, it's the middle doors of the cabinet. Get Mr. Birdy.

  • Mr. Birdy

    Examine Mr. Birdy's hat. Get the diamond key.

  • Key

    Again, figure out what the key opens by trying it in various places.

    It opens the left doors. Get the screwdriver and note the code.

    A1Z26

  • Screwdriver

    Use the screwdriver to open the right doors.

    Get Mr. Hippo.

  • Mr. Hippo

    Examine Mr. Hippo and get the spoon from his mouth.

  • Knife, pumpkin, and spoon

    Use the knife to cut the pumpkin in half, then use the spoon to scoop out the innards. Hey, look, it's a bowl.

  • Bowl

    Use the makeshift bowl to get some water from the aquarium, then pour it into the vase on the table. Get the club ("clover") key.

  • Key

    There's only one place left for this key.

    Try it on the mailbox. OK, so you need five digits, but where to get them?

  • Picture

    Look at the wobbly picture. Apparently, the symbol that's revealed when you tilt it is the Japanese symbol for the post office, so the donkey and key are the key. Or maybe donkey minus key? That gray bar in the middle of the picture looks like a subtraction sign. Well, DONKEY - KEY = DON, and if A = 1 and Z = 26, then DON = 41514. That worked! Get the Mr. Top Hat figure.

  • Table

    Look at the contraption on the table.

    Put Mr. Birdy on the perch on the left, Mr. Hippo on the platform in the middle, and Mr. Top Hat on the chair on the right. Get the heart key.

Escaping

  • Normal end

    Use the heart key to open the door and exit.

  • Happy coin end

    Go back to the contraption on the table (if you're not still there, that is). Click the black platform that Mr. Hippo is standing on. It should tilt up to reveal a new 5-digit code, with the word COIN written above it. Put in the code (315914) and get the happy coin. Now you can use the heart key on the door and exit.

Score: 1 (1 votes) Vote up Vote down Report this comment Reply

"...which shows a DONKEY minus a KEY, which is DONKEY - KEY = DON."

You've Got to be kidding me. I think Urus' 'Path Of The Shell' 15-minute timed puzzle was less eccentric.

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I also wondered about

the plant, since usually you should do something with every major object you can get a close-up on.

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ThemePark Author Profile Page July 14, 2014 5:38 AM

That was distinctly subpar.

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VoxPopuli42 Author Profile Page July 14, 2014 2:10 PM

So I got out with a happy coin with no assistance whatsoever- I think that means it was a little too easy, honestly

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JetSetVegas Author Profile Page July 14, 2014 6:36 PM

There really was no need to revisit this room escape. I love Tesshi-e so that's all I'm gonna say.

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shipoopie Author Profile Page July 19, 2014 4:40 PM

doot doot doo doo doo doooooooooo! :-D

Mild Escape jazzy music is awesome!

I was able to do this one without help. I even got the happy coin!

That picture puzzle was something I probably wouldn't have gotten on a regular day. But, today I'm helped by Russian nesting doll aftereffects. I went back and checked if the Japanese version still used the same clue and it does, which I bet causes quite an angry stir in the Japanese forums.

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shipoopie Author Profile Page July 19, 2014 4:44 PM replied to Sessie

@Sessie

The symbol behind the picture is

something that Japanese folks would recognize as being related to mailboxes. The whole time I was expecting the mailbox to tell me a sequence for shaking the picture open but instead it just means to use the clue on the picture to open the mailbox.

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shipoopie Author Profile Page July 19, 2014 4:51 PM

One thing I thought needed fixing was that I found

the spoon inside Mister Hippo's mouth just by clicking in there, but I didn't really see anything in his mouth at all. I went back and tried again to see the spoon before I picked it up but even after looking really close, it's only just barely visible. I get that there is a throat hole there, but you can't really make it out. Especially after you remove the spoon. It becomes practically invisible.

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Not vegetarian friendly. Poor fish must have been killed to make the game.

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